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Implement Hlms custom pieces swap for Objects & Terrain #545
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Also fix issue where objects would be rendered with garbage retro value Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Use fast path for background objects in Ogre2ThermalCamera Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Now there are no need for "fast" and "slow" paths in Ogre2ThermalCamera Signed-off-by: Matias N. Goldberg <[email protected]>
This makes the engine more robust by being able to catch potential bugs. Also Ogre2ThermalCamera forgot to set mode back to IORM_SOLID_COLOR Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Also fix IORM_SOLID_COLOR not working for Unlit Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Ogre2LaserRetroMaterialSwitcher was activating IORM_SOLID_COLOR during the depth pass AND a particle pass. The listener should not do that during the particle pass. Switched to a CompositorWorkspaceListener instead of Camera::Listener to identify the correct pass where it should be enabled. Signed-off-by: Matias N. Goldberg <[email protected]>
The feature was recently added to the main branch. Now tests are passing again Signed-off-by: Matias N. Goldberg <[email protected]>
Signed-off-by: Matias N. Goldberg <[email protected]>
Codecov Report
@@ Coverage Diff @@
## main #545 +/- ##
==========================================
- Coverage 53.37% 53.26% -0.11%
==========================================
Files 211 213 +2
Lines 20830 21152 +322
==========================================
+ Hits 11117 11267 +150
- Misses 9713 9885 +172
Continue to review full report at Codecov.
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lots of stuff to go through :) I did a quick first pass and some testing.
I created sensor_heightmap.sdf world file for testing in ignition gazebo and confirms that heightmap now appears in segmentation camera, lidar, and thermal camera (using fixed temperature). Looks promising!
@@ -1286,6 +1421,9 @@ void Ogre2GpuRays::PostRender() | |||
Ogre::TextureBox box = image.getData(0u); | |||
float *bufferTmp = static_cast<float *>(box.data); | |||
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// TODO(anyone): It seems wasteful to have gpuRaysBuffer at all | |||
// We should be able to convert directly from bufferTmp to gpuRaysScan |
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+1
Signed-off-by: Matias N. Goldberg <[email protected]>
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Did more tests and confirmed that particles are working fine (testing using sensors_particle_scarttering2.sdf), and lidar spherical near clipping is also working (tesed using robots_near_clip.sdf).
🦟 Bug fix
Fixes #504
Fixes #444
Summary
The 3rd and final PR to ticket #504 !
After this PR:
heatSignature
texture. This was not ported to Hlms pieces and we remain swapping a regular low level materialIORM_SOLID_COLOR
andIORM_SOLID_THERMAL_COLOR_TEXTURED
modes. Previously Gazebo would render colour to non-colour render targets and the unit tests wouldn't always catch it.Notes:
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-by
messages.